Some hardware can handle non-power of two (pot) texture dimensions, some cannot. You can check but this would mean you would need to have two versions of each texture and it is an effort so frankly, when you can stitch several npot images into 1 pot texture and scale like there's no tomorrow, what is the point?

NB. I think that a lot of hardware that does support it would suffer at least a slight performance drop do again, what is the point?

NB2 Be careful with OpenGL texture y-coords. 0 is the top of the texture and 1 is the bottom. Not friendly but convention is older than time itself (no it's just OpenGL messing with you)

Why you don't try learning 'modern' OpenGL? And why so many others just still continue using the static pipeline? I think OpenGL 3.x is worth learning it.

OpenGL 3.x isn't supported enough yet.

OpenGL 2.x is currently the best target.

Maybe the best target for compatibility reasons, but for high performance OpenGL 3.x or above is needed! In my mind OpenGL =< 2.x is only good for small scenes or so called demos, to show a part of something...

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